Data-oriented and data-driven game engine written in Rust
Role in this project:
Full-stack Developer Contributions:170 commits, 116 PRs, 5 pushes in 1 year 4 months
Contributions summary:Simon's commits primarily focused on enhancing the rendering capabilities of the Amethyst game engine. Their contributions included propagating configuration settings to the renderer, fixing examples to work with the new configuration, and improving the handling of rendering, including adding transparency support. The user also worked on integrating vertex skinning functionality within the renderer.
game-enginerustenginegamedev
Role in this project:
Back-end Developer Contributions:20 commits, 21 PRs, 65 comments in 6 months
Contributions summary:Simon primarily contributed to the `specs` repository, which is a parallel ECS (Entity Component System) library. They implemented a `Bundle` trait for registering components and resources within the `World`, improving the ease of component registration. The user also added a `ChangeSet` struct, enabling the collection and application of changes to components, and updated dependencies. Furthermore, the user refactored code to align with a `shred` dependency update.
ecsparallelrustparallel-ecsspecs